Backbone to deferred rendering started

This commit is contained in:
tleety
2015-09-10 22:39:03 +02:00
parent 9a381e84af
commit f97112bb20
3 changed files with 7 additions and 5 deletions
+1
View File
@@ -75,6 +75,7 @@ private:
GLuint m_ScreenQuad = 0;
Model* m_UnitSphere = nullptr;
Model* m_UnitQuad = nullptr;
GLuint m_rbDepthBuffer = 0;
GLuint m_fbDeferred1 = 0;
+4 -3
View File
@@ -111,6 +111,7 @@ void dd::Renderer::LoadShaders()
void dd::Renderer::CreateBuffers()
{
m_ScreenQuad = CreateQuad();
m_UnitQuad = ResourceManager::Load<Model>("Models/Core/UnitQuad.obj");
m_UnitSphere = ResourceManager::Load<Model>("Models/Core/UnitSphere.obj");
glGenRenderbuffers(1, &m_rbDepthBuffer);
@@ -329,7 +330,6 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
if (spriteJob)
{
glm::mat4 modelMatrix = spriteJob->ModelMatrix;
modelMatrix = modelMatrix * glm::scale(glm::vec3(0.5f));
MVP = PV * modelMatrix;
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
glUniformMatrix4fv(glGetUniformLocation(shaderProgramHandle, "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
@@ -342,8 +342,9 @@ void dd::Renderer::DrawScene(RenderQueue &objects, ShaderProgram &program)
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, spriteJob->SpecularTexture);
glBindVertexArray(m_ScreenQuad);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(m_UnitQuad->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_UnitQuad->ElementBuffer);
glDrawElementsBaseVertex(GL_TRIANGLES, m_UnitQuad->m_Indices.size(), GL_UNSIGNED_INT, 0, 0);
continue;
}
+2 -2
View File
@@ -84,6 +84,6 @@ void main()
vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoord);
FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
//FragmentColor = diffuseTexel;
//FragmentColor = phong(Input.Position, normalize(normal), specularTexel.rgb, specularTexel.a);
FragmentColor = diffuseTexel;
}